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Games, Learning, and Society
Learning and Meaning in the Digital Age

$40.99 (P)

Part of Learning in Doing: Social, Cognitive and Computational Perspectives

Kurt Squire, Soren Johnson, Nathan McKenzie, Drew Davidson, Richard Lemarchand, Greg Lopiccolo, Sarah Chu, David Sirlin, Constance Steinkuehler, James Paul Gee, Elisabeth Hayes, Yoonsin Oh, Trina Choontanom, Bonnie Nardi, Rebecca W. Black, Stephanie M. Reich, Thomas M. Malaby, Erica Rosenfeld Halverson, Sasha Barab, Douglas B. Clark, Mario Martinez-Garza, Patrick Pettyjohn, Melissa Gresalfi, Maria Solomou, Bob Coulter, Eric Klopfer, Josh Sheldon, Judy Perry, Yasmin B. Kafai, Kyle A. Peppler, Colleen Macklin, John Sharp, David Williamson Shaffer
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  • Date Published: June 2012
  • availability: Available
  • format: Paperback
  • isbn: 9780521144520

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About the Authors
  • This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers, and writers in the emerging field of games and learning – including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

    • First reader on video games and learning
    • Contributors include scholars, designers and writers
    • Presents a powerful argument for the use of games in learning environments
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    Product details

    • Date Published: June 2012
    • format: Paperback
    • isbn: 9780521144520
    • length: 490 pages
    • dimensions: 229 x 152 x 28 mm
    • weight: 0.71kg
    • contains: 31 b/w illus. 5 tables
    • availability: Available
  • Table of Contents

    Part I. Games as Designed Experience:
    1. Videogames as designed experience: section one Kurt Squire
    2. Designed cultures Kurt Squire
    3. Theme is not meaning: who decides what a game is about? Soren Johnson
    4. Our cheatin' hearts Soren Johnson
    5. Playing the odds Soren Johnson
    6. Nurturing lateral leaps in game design Nathan McKenzie
    7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand
    8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu
    9. Yomi: spies of the mind David Sirlin
    Part II. Games as Emergent Culture:
    10. Videogames as emergent culture: section two Constance Steinkuehler
    11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes
    12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh
    13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi
    14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich
    15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby
    16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson
    Part III. Games as a Twenty-First-Century Curriculum:
    17. Videogames as a twenty-first-century curriculum: section three Sasha Barab
    18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza
    19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou
    20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry
    21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler
    22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp
    23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer.

  • Editors

    Constance Steinkuehler, University of Wisconsin, Madison
    Constance Steinkuehler is an Assistant Professor of Educational Communications and Technology at the University of Wisconsin, Madison. She is currently on leave to serve as a Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the President to advise on national initiatives related to games and learning.

    Kurt Squire, University of Wisconsin, Madison
    Kurt Squire is an Associate Professor of Educational Communications and Technology at the University of Wisconsin, Madison. He is the Director of the Educational Research Integration Area at the Morgridge Institute for Research, a design and research lab that makes scientific discovery visible through the development of games and simulations for public understanding.

    Sasha Barab, Arizona State University
    Sasha Barab is a Professor in the Teachers College at Arizona State University, where he also holds the Pinnacle West Presidential Chair and is a Founding Senior Scientist and Scholar of the Learning Sciences Institute.

    Contributors

    Kurt Squire, Soren Johnson, Nathan McKenzie, Drew Davidson, Richard Lemarchand, Greg Lopiccolo, Sarah Chu, David Sirlin, Constance Steinkuehler, James Paul Gee, Elisabeth Hayes, Yoonsin Oh, Trina Choontanom, Bonnie Nardi, Rebecca W. Black, Stephanie M. Reich, Thomas M. Malaby, Erica Rosenfeld Halverson, Sasha Barab, Douglas B. Clark, Mario Martinez-Garza, Patrick Pettyjohn, Melissa Gresalfi, Maria Solomou, Bob Coulter, Eric Klopfer, Josh Sheldon, Judy Perry, Yasmin B. Kafai, Kyle A. Peppler, Colleen Macklin, John Sharp, David Williamson Shaffer

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